eve online

I like how much they’ve built up the idea that food absolutely tasteless and sucks unless it’s made by a chef. That’s pretty good timing if you ask me. Didn’t feel too forced, and we got a little bit of food porn, and the resultant typical food orgasm. I laughed.

Log Horizon happens to be another trapped-in-a-game themed anime. And goddamit, I’m going to be hopeful once again while I watch it. It’s such a deep seated desire of mine to see one such themed anime to succeed because once it does, it’s going to permanently earn a seat in the highest of positions. [dot].hack overextended it’s reach and aimed for amazingly ambitious designs that would span multiple media. It only, however, manages to occasionally do anything better than average. Not exactly a good prospect for others trying to pave the way.

Perhaps the trapped-in-a-game theme is weak? I don’t think so. There’s plenty of fiction that would be achieving the same essential theme.

Before I have a go at space itself, let’s start out with a link to an image first. Go ahead and look at it first. I found it while poking around at Kotaku.com, and found it in one of the comments in this news bit.

Seriously. What the hell, science? We’re spending so much time futzing around Earth and killing each other over politics and whales, when we could be out there in the vast beauty of outer space! It minds the boggle! Inconceivable! There’s no reason why we couldn’t be out there researching outer space. Or killing ourselves in outer space over the same things (space politics and space whales). I want my real life EVE Online already. If we ever figure out there’s a new set of physics rules to learn, or that some rules were meant to be broken, it probably means there’s a viable means of traveling through space and we’ve just had our heads stuck in the sand.

The one thing I’m definitely amazed at is how long the Hubble satellite was looking at a tiny spot in the sky. 4 months just to take a picture. And it reveals that much.

This category of games is rather filled to the brim if you know where to look. Many of these games are just like Yume Nikki, where an easy and simple platform of content generation is the main drive behind it. Yume Nikki was made with RPGMaker. It didn’t even use most of the functions that RPGMaker is for. Yume Nikki is mostly ignoring the functionality of the software it was made on, bearing no resemblance to an RPG. But the more interesting aspect of these types of games is that they are made by a very small group, if not a single person. One example today is Eskil Steenburg, the creator and sole person working on Love. Doesn’t need massive amounts of people behind it; talking to gamers about this concept would be preaching to the choir. All modern day gamers that grew up on the 8-bit era would like to think that a game only needs to be fun.

The way I use experimental might be a misnomer. But I’ll be damned if the games I mention here didn’t correctly execute some strange aspect or function that is either still not working in other games, or no one really hasn’t done it in the same scope. Here’s an old one for you all.Wait for it.

With a big backlog of raw podcast data, I can’t bother to fix all the nuances in a timely manner in all of the old ones. So the best I can do now is release something that was done in the last two months. Here’s one that was done on November 23rd. I don’t remember the links we promised to link to, so you’ll have to make do and google this stuff on your own!

Considering this is a relatively old podcast, keep that in mind when it sounds like what we’re talking about just happened. If anything, you’ll be guaranteed topics like EVE Online, our deal with FPS games, and other stuff. And a small section for anime, and how I absolutely love pronouncing Shokanjuu with an American accent.